Board game

ABSTRACT

A Prohibition era game apparatus disclosed, with a plurality of indicia properties, and speakeasies on the paths of the board. A player buys properties and receives a trespass fee if someone trespasses, or become a Bootlegger and places a still on said properties receiving substantially more in trespass fees. Bootleggers can purchase whiskey barrels from Whiskey for Sale spaces on the paths and Bootleg the Moonshine to speakeasies as the GGG-Man pursues them. The GGG-Man randomly moves around the paths of the board to arrest Bootleggers. An honest player receive rewards, a Bootlegger is faced with jail. To receive the maximum trespassing fee a player must operate a still simultaneously on one of the two main properties, Mr. Big or JB&#39;s Place and on the other properties he owns, without getting caught. The last player left that owns Mr. Big or JB&#39;s Place and dominates the board, wins.

CROSS REFERENCE TO RELATED APPLICATIONS

Not Applicable.

STATEMENT OF FEDERALLY SPONSORED RESEARCH

Not Applicable.

REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM LISTING COMPACT DISK APPENDIX

Not Applicable

THE BACKGROUND OF THE INVENTION

A portion of this patent document contains material which is subject to trademark and copyright protection. The trademark and copyright owner has no objection to the facsimile reproduction by anyone of the patent discloser, as it appears in the Patent & Trademark Office patent files or records, but otherwise reserves all trademarks & copyright rights whatsoever.

FIELD OF THE INVENTION

The embodiments of the present invention relates generally to game entertainment. More particularly, the present invention is in the field of board games.

DESCRIPTION OF THE PRIOR ART

Numerous innovations for board games have been provided in the prior art, which will be described below to show advancements in the art, and which are incorporated herein by reference thereto. Even though these innovations may have been suitable for the specific individual purposes to which they address and the innovation they created, however, they differ from the present invention in that they do not combine a lot of the elements in one apparatus to challenge the players.

U.S. Pat. No. 2,026,082A—issued to Darrow on Dec. 31, 1935 in U.S. class 273, D21 and subclass 256,350—is a fast-dealing property trading game. The equipment includes a plurality of tokens that you place on the corner GO space to start and you proceed along the paths of the board after you receive money at the beginning to buy properties. Roll the dice, if you come rest on a plurality of vacant properties then you may purchase said property and continue on the paths of the board and try to buy all the same color properties so you can build houses on your properties you own.

U.S. Pat. No. 4,497,490A—issued to Rogers Jr. on Feb. 5, 1985 class 273 and subclass 249, 142.0JA, 304, 282.1—a board game that affords competitive challenge among players. The board game apparatus have marked spaces or areas constituting a path of progression around the board, with a planned spinner for indicating chance moves of playing pieces.

U.S. Pat. No. 7,320,466 B2— issued to Ruggiero and Todaro on Jan. 22, 2008 class 273 and subclass 243, 256, 278 a board game comprising of steps for each player after receiving a determined amount of money, start at a first rank in the mob having a plurality of spaces that are owned or available businesses arrange around the outside of five connected boroughs of New York City.

Players alternate rolling dice moving the token around spaces in a number corresponding to the roll determining the ownership status of the space. If the space is owned and the owner is of a higher rank the player must pay the owner, if the owner is of the same rank or less rank the player pays nothing. This game is based on ranks established within the Mafia Criminal Organization.

U.S. Pat. No. 1,870,168 A issued to Bridgers on Aug. 2, 1932 class 273 and subclass 242, 153, 153.00S this game apparatus aim is to provide action of bootleggers 5 and law enforcement. Manipulating a boat on the river, various figures, and jugs of whiskey, the game or puzzle following the story, and in such manner that at no time are any of the bootlegger that are found on the same side of the river with a greater number of law enforcement officers.

BRIEF SUMMARY OF THE INVENTION

In view of the foregoing background, it is therefore an object of the present invention to provide a means for challenging entertainment for a plurality of users. Comprising of other objects, features, and advantages of the invention are provided by a combination comprising of a game board with an attached spinner. Thus the embodiment of the present invention “Bootleggers and the COP” is set in the 1920's era during Prohibition. Comprising of Bootleggers that are bootlegging whiskey barrels and the GGG-Man or Government Man also known as the Cop goes around the board landing on random spaces on the paths of the board arresting the Bootleggers.

To start the game, the board has a space called the Payoff space where each player, a required minimum of two players and a maximum of eight players, places a Car Pawn on said space. The game has four corner spaces on the board that sell whiskey barrels respectively in progression of $50.00, $75.00, $100.00, $150.00 dollars per barrel on each space. And fourteen indicia speakeasies clockwise around the paths of the game board that buys whiskey barrels from the Bootleggers. Said speakeasies increasing in indicia price in the amount a speakeasy will buy a barrel of whiskey as a player progress clockwise around the paths of the board. The lowest amount a speakeasy will pay for a barrel of whiskey is 25.00 dollars, and 2000.00 dollars per barrel the highest amount a speakeasy will pay for a barrel of whiskey.

The board comprising a figure eight square shape paths with a path going through the middle, shown in FIG. 1A. There are twenty-two properties which can be purchased by the players to make money by charging any trespasser a trespass fee, or maximize their trespassing fees by placing a Still Card on their property, converting the property to an Illegal Whiskey Manufacturing Operation or I.W.M.O. A player has the choice to remain honest, or can bootleg whiskey.

When every player has moved from the Payoff space, then the last player has the responsibility to spin the spinner once more for the GGG-Man Pawn, and independent pawn. And move the GGG-Man Pawn or Government Man the number indicated on the spinner. The purpose for the GGG-Man is to pursue the Bootleggers and arrest them if or when the GGG-Man Pawn comes to rest on a space that a Bootlegger occupies. The Bootlegger must then pull a Judge & Jury Card and go before the Judge.

If you remain honest there is a plurality of spaces called the Road Block space looking for Bootleggers, and if a player land on one of these spaces and do not possess Whiskey Barrel Cards they can pull a Road Block Card. The Road Block Cards reward a player for not bootlegging, and also helps an honest player to receive large amounts of money to help the honest player compete with the large amounts of money a Bootlegger can make bootlegging whiskey barrels to the speakeasies around the paths of the board.

There are two properties among the twenty-two properties that are the most significant and expensive. Mr. Big and JB's Place which represents either an honest Entrepreneur or a dishonest Crime Boss property. When a player owns one of these two properties, the other properties that a player own double in the amount the player can charge in trespassing fees, indicated on the back of each Property Card.

The game has twenty-two Still Cards for each property on the paths of the board. A player can buy and place a Still Card on each of their properties converting the property to an Illegal Whiskey Manufacturing Operation or I.W.M.O, to enable the player to charge more in trespass fees. But if the GGG-Man land on a property with a Still Card operating on it, the property and the Still Card will be confiscated.

There is a temporary slight advantage to bootleg because if you place a Still Card simultaneously on the lesser valued properties and a Still Card on one of the two most expensive properties Mr. Big or JB's Place you can incorporate all the properties and get the maximum trespassing fee if someone lands on your properties. The GGG-Man is exempt. No single player can purchase or own both Mr. Big and JB's Place, however if a player lands on a property and cannot pay the trespass fee in full, the owner can take all that they own including Mr. Big or JB's Place properties.

If the GGG-Man lands on a property with a Still Card operating on it, or a space that a Bootlegger occupies at the same time as the GGG-Man, that property and Still Card will be confiscated, or the Bootlegger with whiskey will be placed in jail. The player that owns one of the two main properties Mr. Big or JB's Place and dominates the board forcing the other players out the game, wins the game. There is a plurality of ways to determine the winner of the game shown in part B. section 20

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

FIG. 1 is a picture of the game board apparatus with the attached GGG-Man Machine Gun spinner and number dial according to the present invention “Bootleggers and the Cop”.

FIG. 2 is a picture of the front picture side of the twenty-two Property Cards, showing the names of each of the properties.

FIG. 3 is a picture of the back reverse side of FIG. 2 of the Property Cards indicating the price for each property and the amount the owner of the property receives in trespass fees.

FIG. 4 is a picture of the front picture side of the Road Block Cards, and is a representation how the twenty-two Road Block Cards appear on the front side.

FIG. 5 is a picture of the back reverse side of FIG. 4, of the Road Block Cards, also shows all the twenty-two individual rhymes and phrases that rewards the player who chooses to be honest, and reframe from bootlegging.

FIG. 6 is a picture of the front picture side of the Judge & Jury Cards, and is a representation how the twenty-two Judge & Jury Cards appear on the front side.

FIG. 7 is a picture of the back reverse side of FIG. 6, of the Judge & Jury Cards, also shows all the twenty-two individual rhymes and phrases that the Judge tells a Bootlegger when a player is punished for bootlegging.

FIG. 8 is a picture representing the GGG-Man Pawn, dimensions are approximate 1¼ in. wide,×2¼ in. high, mounted on a plastic stand.

FIG. 9 is a picture that represents a plurality of indicia Whiskey Barrels Cards. The denominations are in the amount of: 1, 5, 10, 20, and 50 respectively, receipt for a players whiskey barrel purchases.

FIG. 10 is a picture that represents a plurality of Still Cards, the game has twenty-two Still Cards for the twenty-two properties in the game that a player, if they choose, can buy and place one Still Card on each of their property.

FIG. 11 is a picture of and a representation of the money, and the characters of the game on said money, and the different denominations of each bill comprising: 5, 10, 20, 50, 100, 500, 1000, 5000 dollars, respectively used in the game as currency.

FIG. 12 is a picture of the Car Pawns eight in total in different colors: red, blue, green, brown, yellow, white, purple, orange, one for each player.

FIG. 13 is a picture of the Bank, a felt money holder with the eight slots, that hold eight denominations of currency.

FIG. 14 is a picture of the hats and apparel, FIG. 14A, Grey, Black, or Gold Fedora Hats, FIG. 14B, Bank Visor Hat, FIG. 14C, Police Hat, and FIG. 14D, Money Insignia Ring.

THE LIST OF REFERENCE NUMERALS, AND ALPHABETS UTILIZED IN THE DRAWINGS

Embodiments of the game board of the present invention “Bootleggers and the Cop” and overall configuration of the “figure eight path design” on the board apparatus FIG. 1

FIG. 1-1A playing board FIG. 1-1B the Payoff space where all game pawns are placed to start the game. FIG. 1-2A-2T plurality of properties. FIG. 1-3A-3D plurality of Road Block spaces. FIG. 1-4A-4N plurality of speakeasies. FIG. 1-5A-5B Stop spaces. FIG. 1-6A-6D plurality of Whiskey for Sale spaces on each corners of the board. FIG. 1-7A-7B Mr. Big and JB'S Place properties. FIG. 1-8 the attached Machine Gun Spinner and Arrow with the number dial on the board. FIG. 1-9 placement area for the Judge & Jury Cards. FIG. 1-10 placement area for the Road Block Cards. FIG. 1-11 County Jail Cell space. FIG. 12A-12B Double Cross Hank spaces. FIG. 1-13 the paths of the board and the board square figure eight design that allows the players and the GGG-Man to follow the paths of the board through the middle of said paths.

THE DETAILED DESCRIPTION OF THE INVENTION A. Overall Configuration Comprising the Present Invention “Bootleggers and the Cop”.

The board apparatus FIG. 1 comprises a playing board approx. 21 in. width×20 in. depth with no fold down the middle of the board, shown in FIG. 1-1A; and attached spinner FIG. 1-8; and therein eight car pawns with an plurality of colors: red, yellow, purple, orange, brown, green, white, blue. And a money holder with indicia The Bank, with a plurality of denominations of game currency with the game characters image indicia on the currency, shown in FIG. 13.

Wherein comprising, the 5 dollar bill has “Cheap Red” on said bill, 10 dollar bill has “Annie Belle” on said bill, 20 dollar bill has “Tight Wad Sam” on said bill, 50 dollar bill has “Big Jim” on said bill, 100 dollar bill has “Jack the Shark” on said bill, 500 dollar bill has “Double Cross Hank on said bill, 1000 dollar bill has “Frank-Hot-Malone” on said bill, 5000 dollar bill has the GGG-Man on said bill, shown in FIG. 11.

The game apparatus has a plurality of cards including twenty-two indicia Road Block Cards, shown in FIG. 4, and FIG. 5; and twenty-two indicia Judge & Jury Cards, shown in FIG. 6, and FIG. 7; and twenty two indicia Property Cards, shown in FIG. 2, and FIG. 3; and twenty-two indicia Still Cards, shown in FIG. 10; and forty-nine indicia Whiskey Barrel Cards, shown in FIG. 9; and one indicia GGG-Man Card measuring 1¼ in width.×2¼ in. height, mounted on a red plastic stand measuring approx. ¾ in. width, ¾ in. depth, ½ in. height, shown FIG. 8; and twenty-two indicia properties on the paths of the board, shown in FIG. 1-2A-2T; and fourteen indicia speakeasies on the paths of the board, shown in FIG. 1-4A-4N; and four indicia Whiskey for Sale spaces on each of the corners of the board, shown in FIG. 1-6A-6D; and four indicia Road Block spaces, shown in FIG. 1-3A-3D; and two indicia Stop spaces, shown in FIG. 1-5A-5B; and two indicia Double Cross Hank spaces, shown in FIG. 1-12A-12B.

Wherein comprising one area indicia Judge & Jury to place the Judge & Jury Cards, shown in FIG. 1-9, one area indicia Road Block to place the Road Block Cards, shown in FIG. 1-10; and two of the twenty-two indicia properties Mr. Big and JB's Place, shown in FIG. 1-7A-7B, that comprises the center path and the most expensive and significant path of the square figure eight board design, shown in FIG. 1-1A. And the County Jail Cell space, shown in FIG. 1-11, and the paths of the board, shown in FIG. 1-13.

The GGG-Man machine gun Spinner, shown in FIG. 1-8, is attached to the board shown in FIG. 1-1A, and gives the appearance that the gun is firing when you spin the spinner's arrow. The spinner's arrow lands on a random number on the number dial when the players take turns spinning. And said number determines how many spaces on the paths of the board to move the Car Pawn or token during the turn of a player. The spinner has 15 numbers and one space on the number dial without a number that has an image of a Machine Gun mussel flash, shown in FIG. 1-8. If a player spin the spinner and the arrow lands on the space on the number dial that do not have said number, said player must stay in place wherever they are on the paths of the board, shown in FIG. 1-13 until the next round to spin the Spinner. Said player must pay another trespass fee to the owner, Double Cross Hank bribe, or fine if applicable, or receive another Payoff.

Each player takes a turn spinning the Spinner, shown in part B. section 3, FIG. 1-8 once before the actual start of the game to determine the spinning order of each player in the game. The game requires a minimum of 2 players, and a maximum of 8 players, and said spin determines which player will spin the spinner first, second, third, fourth, in respective order until the last player spins the spinner.

The spin order is important because it determines which player will have multiple roles playing and a work assignment in the game as the banker, and which player will play the game and also assist in moving the GGG-Man after each round of play in the game. The concept of the game apparatus is that a plurality of the players not only play the board game but also have other duties in the game to keep the game progressing, other than moving their personal Car Pawn to win the game.

The last player to move is also responsible for moving the GGG-Man Pawn. And the player might in fact put himself out the game due to the GGG-Man an independent pawn landing on that player property with a Still Card. Or the GGG-Man randomly land on a space which that player occupies on the paths of the board in possession of a Whiskey Barrel Card, and placed in Jail. The highest number on the Spinner determines which player moves first, or the players can choose who moves first, and second, respectively to the last player by the seating order of each player seated clockwise around the game board.

The first player to move in the game has the responsibility to assist and serve as the banker, shown in part B. section 4. The banker is in charge of banking transactions e.g. Property Cards, shown in FIG. 2, and FIG. 3, and part B. section 7, Still Cards, shown in FIG. 10, and part B. section 10 and Whiskey Barrel Card purchases, shown in FIG. 9, and part B. section 9 and cash transactions e.g. exchanging currency for players, shown in FIG. 13, and part B. section 4, Payoff Space, shown in FIG. 1-1B, and part B. section 5, and fines for Judge & Jury Cards, shown in FIG. 6, and FIG. 7, and part B. section 12, and rewards from Road Block Cards, shown in FIG. 4, and FIG. 5, and part B. section 13.

The banker also collects the Property Cards, shown in FIG. 2, and FIG. 3, Still Cards, shown in FIG. 10, and Whiskey Barrel Cards, shown in FIG. 9, that the GGG-Man, shown in FIG. 8, confiscates from Bootleggers, shown in part B. section 6, 9, 10, 14, as well as Money, shown in FIG. 11, to be returned to the Bank or the banker when a player loses the game. The banker places all fines, penalties from the Judge & Jury Cards, shown in FIG. 6, and FIG. 7, and Double Cross Hank, shown in FIG. 1-12A-12B, and part B. section 16, bribes beneath the board under the Payoff space, shown in FIG. 1-1B, and part B. section 5, 15.

Each player at the beginning of the game receives a predetermined amount of money, shown in FIG. 11, in the amount of 3,000 dollars total in game currency from the Bank, distributed by the banker in the following denominations: $1000×1 bill, $500×3 bills, $100×3 bills, $50×2 bills, $20×3 bills, $10×3 bills and $5×2 bills, shown in part B. section 4. If the banker loses the game said banker can remain as the banker, or another player in the game can choose to be the banker.

The last player to move in the game has the responsibility to spin the spinner for the GGG-Man, and move the GGG-Man Pawn, shown in FIG. 8, and part B. section 6, at the end of each round after every player has completed their turn.

The GGG-Man Pawn, shown in FIG. 8, is known as the Government Man, also known as the Revenue Man, and the Cop. His purpose is to chase and arrest all the Bootleggers on the paths of the board and put them in Jail, shown in FIG. 1-11, and part B. section 6, 12.

The game starts on the Payoff Space, shown in FIG. 1-1B. To begin the game, each said player places said Car Pawn shown in FIG. 12, on the Payoff space, shown in FIG. 1-1B, and spins the spinner, shown in FIG. 1-8. Each player move their Car Pawns the number of connected spaces that constitutes the paths of the board the random number indicated by the spinners arrow landing on the number dial. After every player has moved, including the last player, then the last player has the responsibility to spin the spinner once more for the GGG-Man, and move the GGG-Man the number indicated, shown in FIG. 8.

The GGG-Man always moves forward progressing on the paths of the board, shown in FIG. 1-13. He must turn right if he lands on the Stop Space, shown in FIG. 1-5A-B, and part B. section 11. The GGG-Man is exempt from all trespass fees on properties, shown in FIG. 3, fines from Judge & Jury Cards, shown in FIG. 7, or moving backwards on Double Cross Hank, shown in FIG. 1-12B.

Once a player move from the Payoff space, shown in FIG. 1-1B, said player can immediately purchase any property that a players Car Pawn lands on, shown in FIG. 1-2A-2T. When the players move from the Payoff space and make a circumference around the board once, thereafter when a player lands directly on the Payoff space. The player will receive a payoff of $100 dollars from the Bank, shown in FIG. 13, and any money placed beneath the Payoff space from fines, penalties, Double Cross Hank bribes. No Property Cards, Still Cards, or Whiskey Barrel Cards are placed under the Payoff space, shown in part B. section 14.

At the start of the game, all properties are honest real estate. Names such as Cross Bone Brewery, Tennessee Mash, shown in FIG. 2, are just titles only, not actual bootlegging operations until a Still Card, shown in FIG. 10, is placed on the properties, so an honest Entrepreneur can buy properties and make an honest dollar from trespass fees.

When a player places a Still Card, shown in FIG. 10, on a property they own, the property then becomes an Illegal Whiskey Manufacturing Operation, I.W.M.O, shown in part B. section 10, that you can go to jail for, shown in part B. section 14. Still Cards, shown in FIG. 10, increases a Bootlegger's risk of losing their property and going to jail, shown in FIG. 1-11. A Still Card increases the amount of money a Bootlegger can receive if someone trespasses on their property with a I.W.M.O, shown in part B. section 10.

Still Cards or tokens can be bought for $50 each from the banker after a player purchases a property on their next turn. A player is allowed to place only one Still Card on a property. And a player cannot keep a Still Card covertly on the side of the board. Still Cards must remain on the properties, for which they were purchased, in plain sight. A player cannot transfer a Still Card to another property or sell to another player for profit, or to outwit the GGG-Man, shown in FIG. 8. A Still Card represents an Alcohol Still or an I.W.M.O, shown in FIG. 10, and part B. section 10, and is illegal.

Bootleggers can surrender any Still Card and Whiskey Barrel Card they have to the banker to return to honesty, or to outwit the GGG-Man shown in part B. section 6, when they see him progressing along the paths of the board, shown in FIG. 1-13, on their turn only. There is no refund when a player returns a Still Card or their Whiskey Barrel Cards to the banker, shown in part B. section 9, 10.

When the GGG-Man Pawn lands on a property with a Still Card. The property and the Still Card will immediately be confiscated by the GGG-Man. The banker acts on behalf of the GGG-Man shown in FIG. 8, and part B. section 6. The player who owns the confiscated property does not pull a Judge & Jury Card, shown in FIG. 6, and part B. section 12, or hand over their Whiskey Barrel Cards in their possession, shown in FIG. 9. Unless the player a Bootlegger occupies that same space or property with a Still Card at the same time the GGG-Man occupies that same space, shown in part B. section 6.

There is no limit on how much property a player can purchase, shown in FIG. 1-2A-2T, except no single person can own both Mr. BIG and JB's Place properties shown in FIG. 1-7A-7B, unless the player wins the property due to none payment of an trespass fee, shown in part B. section 14.

When a player purchases a property, shown in FIG. 1-2A-2T, the player can buy a Still Card, shown in FIG. 10, for that property on the player next turn. The banker gives a Property Card for each property a player purchases, shown in FIG. 2. The Property Card indicates the price of the property and how much money a player will receive if someone trespasses on that property with a Still Card or without a Still Card, shown in FIG. 3, FIG. 10, and part B. section 7. Trespass fees apply to all players of the game except the GGG-Man, shown in FIG. 3.

Property Cards, shown in FIG. 2, shows the sale price for each property and is indicated on the reverse side of the Property Cards, shown in FIG. 3. There are pluralities of properties that are different colors which also visually help to determine the price of the properties, shown in FIG. 3. The properties are priced according to these colors: green=$400, navy blue=$600, purple=$800, light blue=$1000, gold=$1500, and Mr. Big and JB's Place are gold, shown in FIG. 1-7A-7B=$2000 dollars.

If a player places a Still Card on a property the trespass fee increases for that property, shown in FIG. 3, part B. section 10. If a player owns Mr. BIG or JB's Place the trespass fee significantly increases as indicated on the reverse side of the Property Card, shown in FIG. 3, as well as all the other properties that a player owns, with or without a Still Card on said properties.

If the GGG-Man lands on any property, shown in FIG. 1-2A-2T, speakeasies shown in FIG. 1-4A-4N, or a plurality of spaces on the paths of the board, shown in FIG. 1-13, where there is a Bootlegger, or a player who possesses Whiskey Barrels Cards, shown in FIG. 9, or a Bootlegger lands on the same space that the GGG-Man occupies on the paths of the board, shown in FIG. 8.

Then the game pauses and the player immediately surrender their Whiskey Barrels Cards, shown in FIG. 9, to the GGG-Man, or the banker, shown in FIG. 8, and in part B. section 4. The player then pulls a Judge & Jury Card immediately, shown in FIG. 6, and follows the directions of the Judge & Jury Card, shown in FIG. 7, and part B. section 12. The game then continues.

If the GGG-Man lands on an unoccupied property with no player there, shown in FIG. 1-2A-2T, with a Still Card, shown in FIG. 10, that property and the Still Card will be confiscated by the GGG-Man, or the banker, shown in FIG. 8. The Bootlegger who owns the property must turn in the Property Card, shown in FIG. 2, and the Still Card, shown in FIG. 10, to the GGG-Man, or the banker immediately, shown in FIG. 8. The Bootlegger does not hand over their Whiskey Barrel Cards, shown in FIG. 9, in this case, if they have said whiskey barrels, except if the player occupies the same space at the same time as the GGG-Man. lithe GGG-Man lands on a property, shown in, FIG. 1-2A-2T, with a Still Card, shown in FIG. 10, and the player occupies the same space, but the player possesses no Whiskey Barrel Cards, shown in FIG. 9. The player must surrender that property, shown in FIG. 2, and the Still Card, shown in FIG. 10, to the GGG-Man or the banker, shown in FIG. 8, and pull a Judge & Jury Card, shown in FIG. 6 and follow the directions of the court.

If the player is fined for each Still Card, shown in FIG. 10, and part B. section 12, on their properties, shown in FIG. 1-2A-2T, when the player pulls a Judge & Jury Card, shown in FIG. 6, then the players Still Cards, shown in FIG. 10, and part B. section 10, are confiscated by the banker and removed from their properties. When a player is released from jail, shown in FIG. 1-11, the player must return to the Payoff space, shown in FIG. 1-1B, spin the spinner, shown in FIG. 1-8, and then continue the game. A player does not receive a payoff, shown in FIG. 1-1B, when they are released from jail, shown in FIG. 1-11.

As the players follow the paths of the board in a clockwise direction, shown in FIG. 1-13, the player can choose to buy whiskey barrels from a Whiskey for Sale space, shown in FIG. 1-6A-6D, and part B. section 9, and bootleg the whiskey barrels, shown in FIG. 1-6A-6D. Possession of Whiskey Barrel Cards, shown in FIG. 9, makes a player a criminal, or a Bootlegger. A player can purchase as many Whiskey Barrel Cards, shown in FIG. 9, as they want when the player lands on any one of the four Whiskey for Sale spaces, shown in FIG. 1-6A-6D, on the four corners of the game board, shown in FIG. 1-1A.

When a player lands on a Whiskey for Sale space, shown in FIG. 1-6A-6D, the price for each unit or whiskey barrel, shown in FIG. 9, will be indicia on that particular Whiskey for Sale space. A calculator can be used for large purchases of whiskey barrels. There are four Whiskey for Sale spaces around the board, shown in FIG. 1-6A-6D, where a player can purchase whiskey barrels, shown in FIG. 9, for different prices increasing in price as a player progress clockwise on the paths of the board, in the following order of increments per said Whiskey for Sale space: $50, $75, $100 and $150 per barrel respectively, shown in FIG. 1-6A-6D, and part B. section 9.

When a player purchases a whiskey barrel they will receive a Whiskey Barrel Card, shown in FIG. 9. The Whiskey Barrel Cards are in denominations of: 1, 5, 10, 20 and 50 respectively, shown in FIG. 9. Example: If a player buys 10 whiskey barrels, the player will receive a Whiskey Barrel Card with the indicia denomination 10, shown in FIG. 9, and part B. section 9.

A player cannot buy whiskey barrels if the GGG-Man, shown in FIG. 8, occupies the Whiskey for Sale space, shown in FIG. 1-6A-6D, when a player lands on that space, and if a Bootlegger has whiskey barrels, shown in FIG. 9, when they land on a space that the GGG-Man occupies, they will have to pull a Judge & Jury Card, shown in FIG. 6.

Players can surrender any Whiskey Barrel Cards, shown in FIG. 9, or Still Cards, shown in FIG. 10, they possess to the banker to return to honesty, no refund, on their turn only. As a player follows the paths of the board, shown in FIG. 1-13, when they land on a Speakeasy space, shown in FIG. 1-4A-4N, and part B. section 8, they can sell their whiskey barrels, shown in FIG. 9, to a speakeasy, shown in FIG. 1-4A-4N, for a substantial profit.

Speakeasies, shown in FIG. 1-4A-4N, are illegal dwellings that buy whiskey barrels or Moonshine, shown in FIG. 9, from Bootleggers. A player, if they choose, can buy whiskey barrels, shown in FIG. 9, at a low price from a Whiskey for Sale space, shown in FIG. 1-6A-6D, and sell it illegally to speakeasies, shown in FIG. 1-4A-4N, at a higher price. The amount that a speakeasy will pay for a whiskey barrel increases as a players pawn or token progress the paths of the board clockwise, shown in FIG. 1-4A-4N.

There are fourteen speakeasies on the paths of the board, shown in FIG. 1-13, ranging in price from 25 dollars to 2,000.00 dollars, shown in FIG. 1-4A-4N, that will buy whiskey barrels. Players who land on one of the Speakeasy spaces, shown in FIG. 1-4A-4N, can sell as many of their whiskey barrels, shown in FIG. 9, as they like, for the price indicia on that particular speakeasy space, shown in FIG. 1-4A-4N. A player can sell one barrel, or all their barrels, shown in FIG. 9.

The strategy is to buy at a low price and sell at a high price to a speakeasy, shown in FIG. 1-4A-4N, on the paths of the board, shown in FIG. 1-13, without getting arrested by the GGG-Man, shown in FIG. 8, before getting rid of all their Whiskey Barrel Cards, shown in FIG. 9. A player cannot sell Whiskey Barrel cards, shown in FIG. 9, to another player in the game, or trade Whiskey Barrel Cards, shown in FIG. 9, for property, shown in FIG. 2, or any other asset. If a player does not wish to sell to that particular speakeasy, shown in FIG. 1-4A-4N, and are looking for a better price and willing to take a chance of getting arrested, shown in FIG. 8, the player should simply continue on their next turn, on the next round of play.

When a player, land on another person property, shown in FIG. 1-2A-2T, they must pay a trespassing fee, shown in FIG. 3, and part B. section 15. The amount of each property trespassing fee is on the back of each Property Card, shown in FIG. 3. To increase the amount of money a player can receive in trespass fees, shown in FIG. 3, the player must operate a still, I.W.M.O, on their property, shown in FIG. 10. To maximize the amount in trespass fees, shown in FIG. 3, a player must own Mr. Big or JB's Place, shown in FIG. 1-7A-7B, to take control of the board, shown in FIG. 1-1A.

If a player trespass on another player's property, shown in FIG. 1-2A-2T, and cannot pay the trespass fee in full, shown in FIG. 3, the player must surrender the remainder of their money, shown in FIG. 11, and all that they own, all properties, shown in FIG. 1-2A-T, Still Cards, shown in FIG. 10, and Whiskey Barrel Cards, shown in FIG. 9, if any, to the owner. The player then loses the game.

All the payments from fines, penalties, shown in FIG. 7, and Double Cross Hank bribes, shown in FIG. 1-12A-12B, are paid immediately in cash, shown in FIG. 11, to the banker, shown in part B. section 4. If a player cannot pay a fine, penalty, shown in FIG. 7, or Double Cross Hank bribe, shown in FIG. 1-12B, the player loses the game, then their money, shown in FIG. 11, Property Cards, shown in FIG. 2, Still Cards, shown in FIG. 10, and Whiskey Barrel Cards, shown in FIG. 9, go back to the Bank.

Money shown in FIG. 11, received from fines, penalties, shown in FIG. 4A-4B, and Double Cross Hank bribes, shown in FIG. 1-12A-12B, and part B. section 15, are placed beneath the board, under the Payoff space, shown in FIG. 1-1B, by the banker for additional rewards to the player that land directly on the Payoff Space, shown in FIG. 1-1B. A player must land directly on the Payoff Space to receive the 100.00 dollar payoff, shown in FIG. 1-1B, plus the money beneath the Payoff space placed there by the banker from fines, penalties, shown in FIG. 7, and bribes from Double Cross Hank, shown in FIG. 1-12B.

As a player progress the paths of the board, shown in FIG. 1-13, periodically they will land on the Road Block Space, shown in FIG. 1-3A-3D. Road Block Cards, shown in FIG. 4, are rewards and benefits for the honest Entrepreneur who chooses not to bootleg whiskey. The rewards range from money rewards up to 1000.00 dollars, shown in FIG. 5, to a pass to the nearest Whiskey for Sale space, shown in FIG. 1-6A-6D, if you choose to bootleg.

Any player who lands on the Road Block space, shown in FIG. 1-3A-3D, and possesses no Whiskey Barrel Cards, shown in FIG. 9, or Still Cards on their properties, shown in FIG. 10, should pull a Road Block Card, shown in FIG. 4, and follow the directions on the card, shown in FIG. 5. If a player lands on the Road Block space, shown in FIG. 1-3A-3D, with Whiskey Barrel Cards, shown in FIG. 9, in their possession, the player should pull a Judge & Jury Card, shown in FIG. 6.

A player does not pull a Judge & Jury Card, shown in FIG. 1-9, and FIG. 6, for possessing just Still Cards, shown in FIG. 10, on their properties only, shown in FIG. 1-2A-2T, with no Whiskey Barrel Cards in their possession, shown in FIG. 9. However if a player is caught by the Road Block with Whiskey Barrel Cards, shown in FIG. 9, in their possession and pull a Judge & Jury Card, shown in FIG. 6, and the card fines the player for their stills, shown in FIG. 10, the player must pay the fine and remove all their stills, shown in FIG. 10, from their properties, shown in FIG. 1-2A-2T and give them to the banker. Also, if a player owns a still, shown in FIG. 10, on any property, shown in FIG. 1-2A-2T, FIG. 2, the player cannot receive money, shown in FIG. 11, or receive the benefits from a Road Block Cards, shown in FIG. 5. The player should continue on their next turn.

When a Bootlegger lands on the Road Block space, shown in FIG. 1-3A-3D, with Whiskey Barrel Cards, shown in FIG. 9, in their possession, they must pull a Judge & Jury Card, shown in 6, and follow the directions of the court on the card, shown in part B. section 12. If the player does not go to jail, the player should follow the directions on the card, and then move to the Payoff space, shown in FIG. 1-1B, on their next turn. The player should spin the spinner, shown in FIG. 1-8, and continue the game.

A Bootlegger with only Still Cards, shown in FIG. 10, on their properties, shown in FIG. 1-2A-2T, FIG. 2, only pulls a Judge & Jury Card, shown in FIG. 6, if the player occupies the same space with the GGG-Man, shown in FIG. 8. If a player is arrested by the GGG-Man, shown in FIG. 8, the player must surrender their Whiskey Barrel Cards, shown in FIG. 9, to the GGG-Man, shown in FIG. 8, the banker. Then the player must pull a Judge & Jury Card, shown in FIG. 6, and follow the directions of the court on the card, shown in FIG. 7, and part B. section 12. A player must pay all fines, shown in FIG. 7, in cash immediately, and if the player doesn't have the money, shown in FIG. 11, the player loses the game.

If the court, shown in FIG. 7, places a player in jail, shown in FIG. 1-11, the player must place their Car Pawn on the County Jail Cell space, shown in FIG. 1-11, next to the judge on the board, shown in FIG. 1-9. The player automatically loses their Whiskey Barrel Cards, shown in FIG. 9, but the player does not lose the Still Cards, shown in FIG. 10, on their properties, shown in FIG. 1-2A-2T. Any fines must be paid immediately in cash money, shown in FIG. 11, or the player loses the game. A player cannot sell their property, shown in FIG. 1-2A-2T, to another player to raise money, or borrow money to pay a fine, shown in FIG. 7.

When a player loses the game to the GGG-Man, shown in FIG. 8, or the court, shown in FIG. 1-9, all of their possessions go back to the Bank, the banker, to be resold. While the player is in jail, shown in FIG. 1-11, they cannot participate in any money transactions, and money exchanges, shown in part B. section 4, 7, 9, 15. Other players can land on their properties, shown in FIG. 1-2A-2T, without paying a trespassing fee shown, in FIG. 3. The GGG-Man, shown in FIG. 8, can also confiscate their properties, shown in FIG. 1-2A-2T, if the GGG-Man lands on a property with a Still Card shown in FIG. 10.

After following the directions of the court, shown in FIG. 1-9, and part B. section 12, when a player is released from jail, shown in FIG. 1-11, the player must return their Car Pawn, shown in FIG. 12, to the Payoff Space, shown in FIG. 1-1B on their turn, then, the player must spin the spinner, shown in FIG. 1-8, and continue the game. The player does not receive a payoff, shown in FIG. 1-1B, and part B. section 5.

Anytime a player lands directly on the Stop Space, shown in FIG. 1-5A-5B, they must turn right, always following the direction of the arrows, shown in part B. section 11, on their next turn. A player does not lose their Whiskey Barrel Cards, shown in FIG. 9, or Still Cards, shown in FIG. 10, on their properties, shown in FIG. 1-2A-2T, or pay a fine, shown in FIG. 7, the player just turns right.

Double Cross Hank, shown in FIG. 1-12A-12B, is a dishonest criminal who will hijack your whiskey barrels, shown in FIG. 9, and take your money, shown in FIG. 11. On one particular indicia Double Cross Hank space, shown in FIG. 1-12B, a player who lands on it must pay a $100 dollar bribe as immediately. Once the player pays the bribe, the player must move backwards two spaces, shown in FIG. 1-12B. Bribe payments and moving backward apply to the players, but never to the GGG-Man, shown in FIG. 8.

On another Double Cross Hank space, the player must hand over any Whiskey Barrel Cards that the player has to the banker, and continue on their next turn, shown in FIG. 1-12A. Players do not go to jail, shown in FIG. 1-11, or turn in their Still Cards, shown in FIG. 10, from their properties, shown in FIG. 1-2A-2T, to Double Cross Hank, shown in FIG. 1-12A-12B.

Mr. Big and JB's Place properties, shown in FIG. 1-7A-7B, these are the most expensive properties on the board, shown in FIG. 1-7A-7B, FIG. 3, and part B. section 17. The player chooses whether to operate Mr. Big or JB's Place properties as honest Entrepreneur's, or dishonest Crime Boss's corporations. These two properties make it possible for a player to incorporate their properties, and receive more than double the trespass fee on all the other lesser valued properties purchased by the player, shown in FIG. 3, and part B. section 7, 17. And can dominate and take control of the game board, shown in FIG. 1-1A. Example: Cross Bone Brewery trespass fee without a Still Card is $400 dollars if you do not own Mr. Big or JB's Place property, shown in FIG. 3. If you do own Mr. Big or JB's Place property, shown in FIG. 1-7A-7B, the trespass fee without a Still Card is $1000 dollars, shown in FIG. 3. Mr. Big and JB's Place trespass fee do not increase like the other properties, shown in FIG. 3. The normal trespass fee applies $1000 without a Still Card, and $2000 with a Still Card for both properties, shown in FIG. 3.

But in order to collect the highest trespassing fees on all of the other properties, shown in FIG. 1-2A-2T, owned by a player, the player must take a risk and operate a Still Card, shown in FIG. 10, simultaneously, on Mr. Big or JB's Place properties, shown in FIG. 1-7A-7B, and on the other properties that the player owns, shown in FIG. 1-2A-2T, part B. section 17. No single person can own both Mr. Big and JB's Place properties, shown in FIG. 1-7A-7B, FIG. 3, unless the player takes another players property for non-payment of a trespass fee.

The ultimate challenge is for two players, wherein each player owns one of the two properties Mr. Big or JB's Place shown in FIG. 1-7A-7B, and each of the two players try to control and dominate the whole board shown in FIG. 1-1A. The last player left that can dominate and take control of the board, shown in FIG. 1-1A, and force the other players out the game, wins the game.

There are a plurality of circumstances that can determine the winner of the game. 1. The last player which owns one of the two main properties Mr. Big or JB's Place, or both properties for non-payment of a trespass fee, shown in FIG. 1-7A-7B, and controls the board and most of the properties, shown in FIG. 1-1A, and forces the other players out the game.

2. The Bank becomes bankrupt, shown in FIG. 13, then all the players add up all their assets, Property Cards, shown in FIG. 2, Still Cards, shown in FIG. 10, Money, shown in FIG. 11, and Whiskey Barrel Cards, shown in FIG. 9, and the player with the most ownership wins the game.

3. The game is stopped due to the lack of time, the players then add up all their assets, Property Cards, shown in FIG. 2, Still Cards, shown in FIG. 10, Whiskey Barrel Cards, shown in FIG. 9, and Money, shown in FIG. 11, and the player with the most ownership wins the game.

B. Rules, Vocabulary, and Document Definitions

Section 1: Object of the Game: It is the 1920s and Prohibition has become law. Bootlegging has turned into a big criminal enterprise. A Bootlegger is a criminal who distills or manufactures, and sells illegal whiskey, known as Moonshine for money. In this game you can buy property and place a Still Card on said property, and make money from trespass fees whether you're an honest Entrepreneur, or a dishonest Crime Boss. While you're bootlegging, the GGG-Man, Government Man is moving around the board chasing and arresting Bootleggers to put them in jail. You do not have to bootleg to win the game. The last player left that owns Mr. Big or JB's Place, or have the most ownership and earnings, wins the game.

Section 2: Policing the Game: The player that reads and understands the rules to the game gets to wear the Police Hat, and polices the game by reminding the players of the rules. The police keeps the game progressing when there is a controversy with the rules while playing the game, or between players.

Section 3: The Spinner: The spinner has 15 numbers and one space without a number on the number dial. Each player should take a turn spinning the spinner, once. The highest number on the number dial determines which player moves first, the next highest goes second, respectively till the last player. Or the players can choose who moves first, and second, till the last player by the order of each player seated clockwise around the game board.

The first player to move in the game will act as the banker and wear the Bank Visor Hat. The last player to move wears the Grey or Black Felt Fedora, and will spin for and move the GGG-Man at the end of each round of said spins after every player has completed their turn. If a player spins the spinner and lands on the space without a number, that player must stay in place until their next turn to spin, and is required to pay any trespass fee, penalties, or reward, can buy, sell, or conduct another money transaction depending on the space the players pawn lands on.

Section 4: The Bank, Banker, and Money: The first player to move in the game acts as the banker, and wears the Bank Visor hat. The banker is in charge of banking transactions e.g. Property, Still and Whiskey Barrel purchases and cash transactions e.g. making change for players, payouts, and fines for Road Block and Judge & Jury Cards. The banker also collects the Property, Still and Whiskey Barrel Cards that the GGG-Man confiscates from criminals, as well as money to be returned to the bank when a player loses the game. The banker places all fines, penalties and Double Cross Hank bribes beneath the board under the Payoff space.

Each player at the beginning of the game receives $3,000 from the banker in the following denominations: $1000×1, $500×3, $100×3, $50×2, $20×3, $10×3 and $5×2. If the banker loses the game he can remain as the banker, or another player can choose to be the banker. Whenever the Bank goes bankrupt, then the game is over and all players must add up their property and money. The player with the most ownership and earnings wins the game.

Section 5: Payoff Space: The game starts on the Payoff space. To begin the game, each player places their Car Pawn on the Payoff space and spins the spinner. After each player has moved around the board once, thereafter, when a player lands directly on the Payoff space, they will receive a payoff of $100 dollars and any money placed beneath the Payoff space. When a player is released from jail, the player must return to the Payoff space, spin the spinner, and then continue. A player does not receive a payoff when the player is released from jail.

Section 6: GGG-MAN: The Government Man is also known as the Revenue Man, and the Cop! His purpose is to chase down and arrest all Bootleggers and put them in jail. After all the players move including the last player, then the last player then spins the spinner once more for the GGG-Man, and moves the GGG-Man around the board the number of spaces indicated on the number dial. Other players can help move the GGG-Man. The GGG-Man always moves forward, never backwards. He must turn right if he lands on the Stop space. The GGG-Man is exempt from all trespass fees, fines or moving backwards on Double Cross Hank. If the GGG-Man lands on any property, speakeasy, etc. space where there is a Bootlegger, a player who possesses whiskey barrels. If a Bootlegger lands on the same space that the GGG-Man occupies, then the game pauses and the player immediately surrender their Whiskey Barrel Cards, to the GGG-Man, the bank. The player then pulls a Judge & Jury Card immediately and follows the directions of the court. The game, then, continues.

When the GGG-Man lands on an unoccupied property with a still on it and the owner is not present, then the property and the still will be confiscated by the GGG-Man, the bank. The Bootlegger who owns the property must turn in the Property Card and the Still Card to the GGG-Man, the bank immediately. The Bootlegger does not hand over their whiskey barrels in this case, only if the player occupies the same space at the same time as the GGG-Man. If the GGG-Man lands on a property with a still and the player occupies the space, but the player possess no whiskey barrels then the player must surrender that property and the Still Card to the GGG-Man, the bank. The player must pull a Judge & Jury Card and follow the directions of the court. And if the court fines the Bootlegger for their Still Cards on their properties, the Bootlegger must pay the fine, and remove all their Still Cards from their properties, and return them to the Bank.

Section 7: Property and Property Cards: The price for each property is indicated on the Property Cards and by their colors, green=$400, navy blue=$600, purple=$800, light blue=$1000, gold=$1500, Mr. Big and JB's Place=$2000 dollars. When the game starts, a player can immediately purchase any property that the player pawn lands on, once the players moves from the Payoff space. At the start of the game, all properties are honest real estate. Names such as Cross Bone Brewery, Tennessee Mash, etc. are just titles, not actual bootlegging operations unless stills are placed on them. So, an honest Entrepreneur can buy properties and make an honest dollar from trespass fees.

When a player places a Still Card on a property, that property becomes an illegal whiskey manufacturing operation, I.W.M.O, that you can go to jail for. There is no limit on how much property a player can purchase. When a player purchases a property, said player can buy a still for that property on their next turn.

The banker gives a Property Card for each property a player purchases. The Property Card indicates the price of the property and how much money a player will receive if someone trespasses on that property. Trespass fees apply to all except the GGG-Man.

If a player puts a still on a property, the trespass fee increases for that property. If a player owns Mr. Big or JB's Place, the trespass fee increases significantly as indicated on the Property Card, and on all the other properties that the player owns, with or without a still on the properties. No single person can own both Mr. Big and JB's Place accept the player wins the property due to non-payment by a trespasser.

Section 8: Speakeasy, Moonshine, and Booze wanted Stops: These are illegal dwellings that buy whiskey barrels, or Moonshine from Bootleggers. A player, if he chooses, can buy whiskey barrels at a low price, and sell it illegally to speakeasies at a higher price. Players who land on one of the Speakeasy spaces can sell as many of their whiskey barrels as they would like, for the price indicated on that space. A player cannot sell whiskey barrels to another player in the game or trade whiskey barrels for property, or any other asset. If a player does not wish to sell, the player should simply continue on his next turn.

Section 9: Whiskey for Sale Space, Whiskey Barrels, and Whiskey Barrel Cards: Possession of whiskey barrels makes a player a Bootlegger and a criminal. A player can purchase as many whiskey barrels as they want when the player lands on any one of the four, Whiskey for Sale spaces. When a player lands on a Whiskey for Sale space, the price for each whiskey barrel will be indicated on that space. A calculator can be used for large purchases of whiskey barrels. There are four, Whiskey for Sale spaces around the board that a player can purchase whiskey barrels at different prices: $50, $75, $100 and $150 respectively per barrel.

When a player purchases a whiskey barrel they will receive a Whiskey Barrel Card. The Whiskey Barrel Cards are in denominations of: 1, 5, 10, 20 and 50 respectively. Example: If a player buys 10 whiskey barrels, the player will receive a Whiskey Barrel Card with the denomination 10 on it. A player cannot buy whiskey barrels if the GGG-Man occupies the Whiskey for Sale space when a player lands there. Players can surrender any whiskey barrels they have to the bank to return to honesty, no refund, on their turn only.

Section 10: Still Cards: A Still Card represents an Illegal Whiskey Manufacturing Operation, or I.W.M.O when placed on a property. Still Cards increases a Bootlegger's risk of losing his property and going to jail. A Still Card also increases the amount of money a Bootlegger can charge for someone trespassing on their property. Stills can be bought for $50 each, after a player purchases a property on his next turn. A player is allowed only one Still Card per property. A player cannot keep a Still card covertly on the side of the board. Stills must remain on the properties for which they were purchased, in plain sight. A player cannot transfer a Still Card to another property, or sell to another player for profit, or to outwit the GGG-Man. Remember, a still is illegal.

Players can surrender any stills they have to the banker to return to honesty, or a criminal to outwit the GGG-Man when they see him coming on their turn only. There is no refund when a player returns a Still Card to the bank. When the GGG-Man lands on a property with a still, the still and the property will immediately be confiscated.

The player who owns the confiscated property does not pull a Judge & Jury Card, or hand over whiskey barrels in their possession unless the Bootlegger occupies that same space or property at the same time the GGG-Man occupies that space or property. If a player is caught bootlegging whiskey barrels and pull a Judge & Jury Card that specifically says that, if a player has a still he must pay a specific fine for each still. The player must pay the fine and then take their Still Cards off all their properties, and return them to the banker. When a player pulls a Road Block Card and they own a still, the player cannot receive honest rewards, money, or benefits from the Road Block Card. Just keep moving on your next turn.

Section 11: Stop Space: Anytime a player lands directly on the Stop space they only have to turn right on their next turn. Always follow the direction of the arrows. A player does not lose their whiskey barrels, Still Cards, or pay a fine, the player just turns right.

Section 12: Judge & Jury Cards: When a Bootlegger lands on the Road Block space with whiskey barrels in their possession they must pull a Judge & Jury Card and follow the directions of the court. If the player does not go to jail, said player should follow the directions, and move to the Payoff space. On his next turn, the player should spin the spinner and continue the game.

A Bootlegger with only Still Cards on their property only pulls a Judge & Jury card if the player occupies the same space with the GGG-Man. If a player is arrested by the GGG-Man, the player must surrender his whiskey barrels to the GGG-Man, the bank. The player must pull a Judge & Jury Card and follow the directions on the card. A player must pay all fines in cash immediately. If said player does not have the money, the player loses the game.

If the court places a player in jail, the player must place his Car Pawn on the County Jail Cell space next to the Judge. When a player is released from jail, the player must return his Car Pawn to the Payoff space on his turn, then, the player must spin the spinner and continue. The player does not receive a payoff.

Section 13: Road Block Space and Road Block Cards: The Road Block Cards are rewards for the honest Entrepreneur who chooses not to bootleg. Any player who lands on the Road Block space and possess no whiskey barrels or stills should pull a Road Block Card and follow the directions on the card. If a player lands on the Road Block space with whiskey barrels in said player possession, the player should pull a Judge & Jury Card.

A player does not pull a Judge & Jury Card for owning just Still Cards on said player properties only, no whiskey barrels in their possession. However, if said player is caught with whiskey barrels at the Road Block space, and pull a Judge & Jury card that specifically says for each Still Card pay this amount. The player then must pay the fine and then remove all their Still Cards off their properties and return them to the bank. Also, if a player owns a still on any property, the player cannot receive money, or the benefits from a Road Block Card. The player should continue on his next turn.

Section 14: Jail Space: Any player that goes to jail must place his car on the County Jail Cell space, next to the judge on the board. The player automatically loses his whiskey barrels. A player does not lose the Still Cards on his properties. Any fines must be paid immediately in cash money, or the player loses the game.

A player cannot sell property to another player to raise money, or borrow money to pay a fine. When a player loses the game to the GGG-Man, or the court, all of his possessions go back to the bank to be resold. While the player is in jail, he cannot participate in any money transactions. Other players can land on his properties without paying a trespassing fee.

The GGG-Man can also confiscate his property if the GGG-Man lands on a property with a Still Card. After following the directions of the court, the player must return to the Payoff space, spin the spinner, and continue. The player does not receive a payoff.

Section 15: Trespassing, Fines, Penalties, and Double Cross Hank: The amount of each property trespassing fee is on the back of each Property Card. To increase the amount of money in trespass fees the player must operate a still on their property. To maximize the amount in trespass fees a player must own Mr. Big or JB's Place, and operate a still simultaneously on one of the two said properties, and said still on the other properties the player owns.

If a player trespasses on another player's property and cannot pay the trespass fee in full, the player must surrender the remainder of their money and all that they own, property, stills, hat, and whiskey barrels if any to the owner. The player then loses the game. All payments from fines, penalties, and Double Cross Hank bribes are paid immediately in cash to the banker.

If a player cannot pay a fine, penalty, or Double Cross Hank the player loses the game, then their money, property, stills, and whiskey barrels go back to the Bank. Only the money received from fines, penalties, and Double Cross Hank bribes should be placed beneath the board, under the Payoff space, by the banker.

Section 16: Double Cross Hank: Is a dishonest criminal who will hijack your whiskey barrels and take your money. On one particular Double Cross Hank space, a player who lands on it must pay a $100 dollar bribe, as indicated, immediately. Once the player pays the bribe, the player must move backwards two spaces. Bribe payments and moving backward apply to the players, but never to the GGG-Man himself.

On another Double Cross Hank space, the player must hand over any whiskey barrels that he has to the banker, and continue on his next turn. Players do not go to jail, or turn in Still Cards from their properties to Double Cross Hank.

Section 17: Mr. Big and JB'S Place Properties: these are the most expensive properties on the board. Mr. Big and JB's Place represents the players choice, whether they are an honest Entrepreneur's or the dishonest Crime Boss' properties. These two properties make it possible for a player to incorporate all their properties, and receive more than double the trespass fee on all the other lesser valued properties purchased by the player. And a player can possibly take control of the board. Example: Cross Bone Brewery trespass fee without a still is $400 dollars, if you do not own Mr. Big orJB's Place, but if you do own Mr. Big or JB's Place, the trespass fee without a still is $1000 dollars. Mr. Big and JB's Place trespass fees do not increase like the other properties. Mr. Big and JB's Place properties only, the trespass fee remains the same $1000 without a still, and $2000 with a still on the properties.

In order to collect the highest trespassing fees on all of the other properties owned by a player, the player must take a risk and keep a still simultaneously on Mr. Big or JB's Place, and on the other properties that he owns. No one person can buy or own both Mr. Big and JB's Place, unless the player wins the property due to non-payment of a trespass fee.

When a player owns Mr. Big or JB's Place the player is awarded the Gold Fedora Hat and the Money insignia Ring to wear. If the player loses their property, Mr. Big or JB's Place the player must take off the Gold Fedora and Money Insignia Ring off and give them back to the banker, or to a player for non-payment of a trespass fee.

Section 18: Hats: The player who reads, and understand the rules, wears the Police Hat. The Banker wears the Bank Visor Hat. The player who is the last to move, has the responsibility to move the GGG-Man, wears the grey or black felt Fedora Hat. The player that owns one of the two properties Mr. Big or JB's Place, wears one of the two Gold Fedora Hats and a Money Insignia Ring as long as they own the property. However a player who is assigned a hat in the game and that player also owns one of the two properties, Mr. Big or JB's Place, can own and wear both hats. Also players can wear any hat that the player takes from another player for non-payment of a trespass fee.

Section 19: Tournament Style Game Play: the game requires a minimum of two players up to a maximum of eight players that can play Bootleggers and the Cop. And when a player loses the game, another player can join in the game at any point without affecting their ability to win the game, when an empty seat is available before a winner is declared.

Also, a player who loses the game can immediately start over if no one else wishes to play again. Players can continually play until a player finally controls the board with one of the two main properties Mr. Big or JB's Place, and force the other players out, to win the game.

Section 20: Declaring the Winner: There is a plurality of decisions to declare a player the winner: 1. If the player owns Mr. Big or JB's Place and dominates the board forcing the other players out the game. 2. If the Bank becomes bankrupt then all the players add up all their assets including property, money, holdings, hats, whiskey barrels, stills, and the player with the most assets and ownership wins the game. 3. If the game has to be stopped due to lack of time, then the players should add up all their assets and the player with the most assets and ownership wins the game.

C. Disclosure

C-1. There are a plurality of diversified alternate titles, and themes, that the game apparatus Bootleggers and the Cop can be changed to, but still maintain the basic concept of the game apparatus, shown in the Title of Invention, FIG. 1-1A, part B. sections 1-20, can be readapted with minimal change in game board apparatus name, design, theme, and characters to create a plurality of individual game apparatus by a person skilled in the art.

Thus comprising the following titles and concepts that could be substituted and incorporated for a substitution of the invention Bootleggers and the Cop, Cops, or Policemen but not limited to the following; Politian's and the Cop, Wall Street and the Cop, Weed man and the Cop, Dope man and the Cop, Bank Robbers and the Cop, Drug Dealers and the Cop, Crime Lords and the Cop, Human Trafficking and the Cop, Counterfeiters and the Cop, Drug Runners and the Cop, Marijuana and the Cop, Meth-Lab and the Cop, Street Gang and the Cop, Gangsters and the Cop, Prostitution and the Cop, The Good, the Bad, and the Cops, Police and the Weed man, Police and the Dope man, Police and the Meth-Man, Police and the Bank Robber, Police and the Marijuana Man, Police and the Gangster, Police and the Prostitute, Police and Wall Street, Farmer and the Buyer, Livestock and the Buyer, Organic Grower and the Shopper, Retailer and the Buyer, Fashion and the Model, Farmers and the Cop, Livestock and the Cop, Organic Drug Plants and the Cop, Grand Thief Auto and the Cops, Chop Shop and the Cop, Hijackers and the Cop, Carjackers and the Cop, LGBT and Q and the Cop.

C-2. Wherein comprising a plurality of diversified alternatives to playing Bootleggers and the Cop shown in FIG. 1-1A, can be accomplished with a minimal redesign of the board apparatus and rules, shown in part B. section 1-20, adhering to the basic concept of the game apparatus, shown in FIG. 1-1A, FIG. 2, thru FIG. 14, by a person skilled in the art. Different game subject matters can easily be readapted by adhering to the Bootleggers and the Cop game concept by changing the following; board subject matters, board design, board strategies, and individual characters, and rules can be readapted and incorporated to produce a plurality of separate individual games with these following alternatives by a person skilled in the art.

Thus comprising a plurality of board apparatus with rules shown in example: part B. section 1-20 and board designs can be incorporated in the following examples, but not limited to these examples; “Dope Man and the Cop” a plurality of honest players turned to dealing drugs, example part B. section 1-20, progressing around the paths of the board dropping off drugs to drug houses with indicia set prices, example shown in FIG. 1-4A-4N, and part B. section 8, which the drug houses will pay for drugs. Also buying drugs from the four corners “Dope for Sale” spaces, example shown in FIG. 1-6A-6D, and opening drug houses on their properties with a Drug Card indicia a Drug Operation on their property, example shown in part B. section 10, FIG. 10, as the police or FBI chase the dealers around the board, example, shown in FIG. 8, and part B. section 6, finally the top two drug dealers properties battle it out between the two to dominate the board, example shown in FIG. 1-7A-7B, and part B. section 6.

Weed Man and the Cop: Honest players turn to selling marijuana example shown in part B. section 1-20, dropping off marijuana to weed houses, example shown in FIG. 1-4A-4N, and part B. section 8, and buying marijuana in pounds from the four corners “Marijuana for Sale” spaces on the corners of the board apparatus example shown in FIG. 1-6A-D, part B. section 9. Also as the Cop pursue the criminals, example shown in FIG. 8, part B. section 6. Finally the two main properties battle to dominate the weed organization, example shown in FIG. 1-7A-7B, and part B. section 17.

Crime Lords and the Cops: Honest players turned to Gangs and Crime Lords, example shown in part B. section 1-20, going around the board doing hits and criminal mischief and buying guns, drugs, prostitutes, and dumping bodies at the four corners of the game board “Drugs for Sale” space, example shown in part B. section 9, FIG. 1-6A-6D. The gangs paying for protection from the law, and buying drugs from the Drugs for Sale space example showed in part B. Section 9, to deliver the drugs to dealers around the paths of the board, example shown in FIG. 1-4A-4N, and part B. section 8. A plurality of dealers that will buy at a higher price at the different drug houses on the paths of the board, example shown in part B. section 8. The players can set up drug labs with a Drug Lab Card on their properties, charging more in trespass fees to players who trespass, example shown in part B. section 7, 15, while the antithesis pawn, an FBI Pawn is moved around the board to arrest drug dealers, example shown in FIG. 8, part B. section 6. Finally the two main Crime Lord properties battle to dominate the board as Crime Lords, example shown in FIG. 1-7A-7B, and part B. section 17.

Prostitution and the Cop: sex for Sale, sex trafficking, and pimps buying a woman or women from the four corners of the game board “Prostitutes for Sale” space example shown in FIG. 1-6A-6D, and part B. section 9, to sell them to Johns at different houses on the paths of the board for profit example shown in part B. section 8. Also setting up Sex Houses with Sex House Cards on their properties receiving more in trespass fees example shown in part B. section 7, 10, FIG. 1-4A-4N, also selling to the highest buyer different women with who possess special sexual abilities while the Cop moves around the paths of the board to investigate, and arrest the criminals, example shown in FIG. 5, and part B. section 6. Finally the two main properties battle to dominate organized prostitution, example shown in FIG. 1-7A-7B, and part B. section 17.

Gun Runners and the Cop: Players buying guns from the four corner squares to sell to illegal gun shops around the paths of the board. And the players setting up gun making facilities on their properties with Gun Shop Cards, while the ATF Pawn goes around the paths of the board searching for illegal gun dealers. Finally the two main Gun Owner properties battle to dominate the board as gun runners, example shown in FIG. 1-7A-7B, and part B. Section 17.

Bank Robbers and the Cop: you can have honest players turning to bank robbers, robbing banks on the four corners, example shown in FIG. 1-6A-6D, and part B. section 9, and run with the money around the board while the cops chases them, example shown in FIG. 5, and part B. section 6, as said robbers spend the money at different stores around the paths of the board, example shown in FIG. 1-4A-4N, and part B. section 8, the Cop continue to pursue the criminals, example shown in FIG. 5, and part B. section 6. Finally the two main bank robbers properties battle to dominate organized bank robbing, example shown in FIG. 1-7A-7B, and part B. Section 17.

Human Traffic and the Cop: Plurality of players turned human trafficking with the slave trade of people, buying slaves from the four corners example shown in FIG. 1-6A-6D, and selling slaves to buyers around the board, example shown in part B. section 8, as the FBI agents pawn, pursue them on the paths of the board, example shown in FIG. 8. Finally the two main properties battle to dominate the human traffic, example shown in FIG. 1-7A-7B, and part B. section 17.

Counterfeiters and the Cop: counterfeiters going around the board buying counterfeit money from printers from the four corner squares, example shown in FIG. 1-6A-6D, selling the counterfeit money to buyers around the board, example shown in FIG. 1-4A-4N, and part B. section 8, and spending the money at stores on the paths of the board, example shown in FIG. 1-4A-4N, while the FBI chases them, shown in FIG. 8. Finally the two main counterfeiters properties battle to dominate the counterfeit market, example shown in FIG. 1-7A-7B, and part B. section 17.

Meth-lab and the Cops: a player can buy meth-drugs from the four corner squares, example shown in FIG. 1-6A-6D, and part B. section 9, and resell to indicia houses willing to buy around the paths of the board, example shown in FIG. 1-4A-4N, and part B. section 8, while the cops chase them, example shown in FIG. 8, part B. section 6. Finally the two main properties battle to dominate the Meth-industry, example shown in FIG. 1-7A-7B, and part B. section 17.

Wall Street and the Cop: executives running large corporations getting loans from the four corner “World Banks” or “Federal Reserve for Sale” spaces on the corners of the board, example shown in FIG. 1-6A-6D, and part B. section 9, to fund their crooked dealings with the businesses around the board willing to pay for their advice, example shown in FIG. 1-4A-4N, and part B. section 8. Finally the two main businesses battle to dominate the World Banking Industry, example shown in FIG. 1-7A-7B, and part B. section 17.

Politian's and the Cop: Politian's going around the board taking bribes and passing laws for money at the four corner “Bribes for Sale” spaces on the four corners of the board apparatus, example shown in FIG. 1-6A-6D, and part B. section 9, and going around the paths of the board buying influence from corporations on the paths of the board, example shown in FIG. 1-4A-4N, while the FBI and Police chases them, example shown in FIG. 8, part B. section 6. Finally the top two corporations' can battle to control the world, example shown in FIG. 1-7A-7B, and part B. section 17.

Farmers and the FDA: farmers growing food on their properties, example shown in FIG. 2, and part B. section 10, buying special seeds, even illegal seeds from the four corner squares on the game boards “Seed for Sale” space, example shown in FIG. 1-6A-6D, and part B. section 9, using Seed Cards on their properties to represent cultivation of food, example shown in FIG. 7, and part B. section 7, 10, and the FDA Pawn going around the paths of the board looking for illegal food crops, example shown in FIG. 5, and part B. section 6. Finally the two main farms battle to dominate food market, example shown in FIG. 1-7A-7B, and part B. section 17.

Fashion designers and the Model, or LGBT and Q and the Model: where the woman buys clothes from the four corners squares “Clothes for Sale” space, example shown in FIG. 1-6A-6D, and part B. section 9, to sell to the stores around the paths of the board, example shown in FIG. 1-4A-4N, and part B. section 8, setting up design shops on their properties to sale clothing, example shown in FIG. 1-2A-2T, and millionaires going around the board who lands on their property to pay them millions for their fashion company, example shown in FIG. 8, and part B. section 6, also charging a trespass or fashion fee for a player who tries to see their latest secret fashions, example shown in part B. section 15. Finally the two main properties battle to be the top fashion industry, example shown in FIG. 1-7A-7B, and part B. section 17.

Chop Shop and the Cops: where honest car enthusiast turn criminals buy stolen cars, and car parts from the four corners squares Stolen Car Parts for Sale space, example shown in FIG. 1-6A-6D, and part B. section 9, and sell to buyers around the paths of the board, dealers buying the cars, example shown in FIG. 1-4A-4N, and part B. section 8, and Stolen Car Cards representing Chop Shop operation on their properties, example shown in FIG. 7, and part B. section 7, 10, while the Cop Pawn, chase them around the paths of the board to arrest them, example shown in FIG. 8, and part B. section 6. Finally the two main properties battle to dominate the board, example FIG. 1-7A-7B, and part B. section 17.

Carjackers and the Cop: players following the paths of the board, on the four corners are lots with cars that the players steal cars from, example shown in FIG. 1-6A-6D, and part B. section 9, then driving the car around the paths of the board running from the Cop Pawns while taking the cars to their properties to strip them down, example shown in part B. section 7, 10, and resell them to other players, and houses around the paths of the board, said properties buying the cars, and paying the Carjackers money at a profit, example shown in FIG. 1-4A-4N, and part B. section 8. Finally the two main carjacking properties battle to dominate the board, example shown in FIG. 1-7A-7B, and part B. section 17.

Grand Thief Auto and the Cops: players steal cars at different houses on the paths of the board, example shown in FIG. 1-4A-4N, and part B. section 8, selling the cars to the four corner squares that will buy them for money, example shown in FIG. 1-6A-6D, and part B. section 9, as they traverse the paths on the board trying to elude the Police Pawn, or Cop Pawns, example shown in FIG. 8, and part B. section 6. Also setting up Part Shops on their properties charging a trespass fee if someone trespasses on their property, example shown in FIG. 1-2A-2T, and part B. section 7, 10, 15. Finally the two main properties battle to dominate the board, example shown in FIG. 1-7A-B, and part B. section 17.

War Bunkers and the Cops: wherein comprising players setup bunkers on their properties with a “War Bunker Card”, example shown in FIG. 7, and part B. section 10, or token to survive the next World War, and buy weapons from the four “Weapons for Sale” space, example shown in FIG. 1-6A-6D, and part B. section 9, around the board on each corner square to resell to dealers running out of weapon supplies, example shown in FIG. 1-4A-4N, and part B. Section 8, to supply the world demand for weapons, to wage war during the apocalypse. Finally the two main weapons properties battle it out to dominate the board, example shown in FIG. 1-7A-7B, and part B. section 17.

C-3. Using a plurality of diversified characters and antithesis pawns, example the GGG-Man shown in FIG. 8, that can be incorporated in a plurality board games with a diversity of variations with a minor charge in the game apparatus design, names, and art, adhering to the main concept, and the pawns moved by the players around the paths of the game board during or after all the players move, shown in FIG. 8, and part B. section 6. They can roll the dice or spin a spinner and move their assigned Antithesis Character Pawn, depending on the player numerical assigned order, and chance number received by each players spin on the spinner or dice, shown in FIG. 1-8, and part B. section 3. Said spin determines which player will assist in moving a character or Antithesis Pawn, while playing the game, example the GGG-Man, shown in FIG. 8, and part B. section 6.

A diverse plurality of personified good or bad antithesis character pawns or tokens, or any material representing said pawn, examples GGG-Man shown in FIG. 8, and part B. section 6, comprising of, but not limited to the following; Cop Pawns or tokens, Police Pawns or tokens, Gangster Pawns or tokens, Zombie Pawns or tokens, Monster Pawns, killer Pawns, hijacker Pawns, FBI Pawns, Military Pawns, Terrorist Pawns, Minister Pawns, Carjacker Pawns, Terrorist Pawns, Alien Pawns, Farmer Pawns, Addict Pawns, Pastor Pawns, Military Police Pawns, Secret Agent Pawns, Woman Pawns, Children Pawns, Truancy Officer Pawns, Foreigner Pawns, Con Artist Pawns, Riot Mob Pawns, Road Rage Pawns, Warlock Pawns or tokens, Children Pawns or tokens, Fruit or Insect Pawns or tokens, LGBT and Q Cards.

A plurality of players with different rolls or spin order on the dice or spinner can assist in moving a plurality of Antithesis Pawns, or characters, on the paths of the board, example shown in part B. section 3, FIG. 8, ultimately producing a higher statistical percentage of a player losing, or winning the game.

The game apparatus can incorporate one Antithesis Character Pawn being moved around the board for a lower lost or win rate of players, or a plurality of Antithesis Character Pawns moved around the board for a higher percent of the players losing or winning, example shown in FIG. 8, and part B. section 3, 6. The pawns can be moved clockwise and other pawns moved counter clockwise on the paths of the board creating a higher percentage of win, or lose while playing the board apparatus. Also, said pawns can be moved clock-wise and counter clock-wise at the same time, during or after all the players move for a higher win or lose rate.

C-4. A plurality alternate game board apparatus configurations, and designs that can be produced, comprising the following but not limited to the following; An electronic board comprising, when all the players spin the spinner and once every player has moved shown in FIG. 1-8, and part B. section 3, then the last player engaged an electrical circuit causing each square on the board to light up indiscriminately at random, and when the light stops on a random square, that said illuminated square represents the Cop, Police, or FBI Pawn, or a Antithesis Pawn, that occupies that space which can arrest, rob, reward, or acknowledge in some manner that square on the paths of the board, example shown in FIG. 8, and part B. section 6.

Video games with high speed chase while trying to bootleg as the GGG-Man pursue them. A player can purchase different race engines and racing parts for their cars with the rewards they earn bootlegging whiskey, and with each new engine, and said racing parts creating more horse power to out run the GGG-Man.

A board game apparatus can incorporate real money with wagering and gambling using the Whiskey Barrel Cards selling to speakeasies in casinos games that has real money. The players can buy as many Whiskey Barrels Cards, shown in FIG. 9, part B. section 8, 9, they want and make side bets or wagers to sell them to speakeasies around the paths of the board for a higher profit and make it around the board without being caught by the GGG-Man, Road Block, or Double Cross Hank, shown in part B. section 6, 13, 16; FIG. 8; FIG. 1-3A-3D; FIG. 1-12A-12B.

The Casino which owns the speakeasies on the paths of the board has a plurality of Antithesis Character Pawns moving clock wise and counter clockwise on the paths of the board to statistically gain the advantage in the wager.

C-5. Alternates to the Bootleggers and the Cop game apparatus concept of Still Cards that a player buys to set up an Illegal Whiskey Manufacturing Operation (I.W.M.O) on their properties shown in FIG. 2,3, part B. section 10, Wherein comprising are alternatives that can be incorporated producing a plurality of individual modified game apparatus's that can be incorporated, comprising wherein the player buys properties and set up an apparatus, operation, or organization on said properties. And whether legal or illegal with indicia cards or indicia token indicating ownership of said apparatus, operation, or organization to engage, or exchange something of value whether legal or illegal for profit.

Comprising of but not limited to, shown in FIG. 10, and part B. section 10, wherein comprising; Marijuana Bushel Cards or tokens, Drug Cards or tokens, Meth-Lab Cards or tokens, Bags of Money Cards or tokens, Cocaine Brick Cards or tokens, Illegal Opium Seed Cards or tokens, Illegal Seed Cards or tokens, Commodities Cards or tokens, Counterfeit Money Operation Cards or tokens, Drug Manufacturing Operation Cards or tokens, Illegal Growing of Marijuana Operation Cards or tokens, Meth-lab Operation on properties, bushels of marijuana or marijuana seeds to grow on a players property Cards or tokens, or a plurality of legal and illegal seeds Opium Cards or tokens, Corn Cards or tokens, Cocaine Cards or tokens, Coffee Cards or tokens, Commodities Cards or tokens, Precious Metal Cards or tokens, Oil or Petroleum Cards or tokens, Natural Gas or Natural Resources Card or tokens, Gem Stone Cards or tokens, or Illegal Activities Card or tokens, Stolen Cars Card or token, Politian's Card or token, Corporations Card or token, farmers Card or token, Lawyers Card or token, Doctors Card or token, Rappers Record Studios Cards or token, Gang Turf Card or token, Gangster Turf Card or token, Religious Meetings or Churches Card or token, Gun Cards or tokens, Weapons Cards or tokens War Bunker Cards, Mythical Dragon Cards, Clothing Designer Cards or tokens, LGBT and Q Cards.

All the above said cards or tokens can be placed on a property to show ownership of said legal or illegal operations conducted by a player on their properties, example shown in FIG. 10, and part B. Section 10.

C-6. Bootleggers and the Cop game apparatus concept comprising of a plurality of Whiskey Barrel Cards alternatives can be substituted with different cards representing something of value, to produce different individual game apparatus by a person skilled in the art, like the Whiskey barrels Cards FIG. 1-6A-6D, and part B. section 9, on the four corners on the paths of the game board for example.

The cards representing tender, or certificate of ownership, something of value that can be sold to a variety of entities, business, organizations, or people with money whether legal or illegal willing to buy said valuables around the paths of the board, example shown FIG. 1-4A-4N, and part B. section 8. Said cards can have a plurality of different and diverse alternatives wherein comprising the following, but not limited to the following; Marijuana Bushel Cards, Opium Shipment Cards, Slave Shipment Cards, Food Shipment Cards, Commodity Shipment Cards, Precious Metal Cards, Gangster Cards, Money Cards, Wagering Cards, Gambling and Betting Cards, Church Cards, Chop Shop Cards, Stolen Car Cards, Jewelry Heist Cards, Commodities Cards, Petroleum Cards, Gang Cards, Farm Products Card, Woman Cards, House Cards, Fashion Cards, Mob Cards, Corporation Cards, Political Cards, Countries Cards, Nations Cards, Alien Cards, UFO Cards, Gun Cards, Weapons Cards, Mythical Dragons Cards, Warlock Cards, Casino Cards, War Bunker Cards, Fashion Cards, LGBT and Q Cards.

Wherein comprising can be sold around the paths of the board with some modification to each board design adhering to the basic concept, selling to a plurality of businesses on the path of the board whether legal or illegal for profit, example shown in part B. section 9, FIG. 1-6A-6D.

C-7. Bootleggers and the Cop concept comprising of many diverse alternatives encompassing the two main properties Mr. Big and JB's Place shown in FIG. 1-7A-7B, and part D. section 17, that can be incorporated in a plurality of diverse individual board game apparatus designs with some modifications by a person skilled in the art.

The two properties can have a plurality of diverse subject matters, characters, opponents, Antithesis Characters, and the two properties battle each other to dominate the board, whether the opposition is good or bad, honest or dishonest, or mythical warlocks, dragons, or aliens that try to eliminate each other to dominate the board.

The following are examples of the plurality of characters, opponents and Antithesis Characters that can try to dominate the game board from one of the two main properties of the board apparatus, example shown in FIG. 1-7A-7B, and part B. section 17, comprising therein subject matters and characters not limited to the following list; two Drug Dealers, two Top Gangsters, two Politian's, two Chop Shop Gangs, two Stolen Car Gangs, two Marijuana Dealers, two Precious Metal Dealers, two Diamond Dealers, two Farmers, two Lawyers, two Doctors, two Stock Brokers, two Corporations, two Credit Card thieves, two Counterfeiters, two Commodity Dealers, two Precious Metal Dealers, two Churches, two Pastors, two Counterfeiters, two Casinos, two Organic Growers, two Gem Merchants, two Corporations, two Warlocks, two Dragons, two Monsters, two LGBT and Q. Wherein comprising the above, opponents, characters, antithesis characters, can be incorporated in a plurality of game designs by a person skilled in the art, example shown in part B. section 17, section 1-20, FIG. 1-7A-7B. 

1. I claim a method of playing a board game apparatus, said method of playing comprises these steps; and one of the players who reads the game rules and understands said rules assist as an Police; and polices the game when a controversy arises with said rules while said players play the game; and said Police also participate in playing the game; and said Police wears an Police Hat; and a required minimum of 2 players up to a maximum of 8 players can play the game; and each said player places their Car Pawn on the Payoff Space to prepare to start the game; and said players each take a turn to spin the numbered spinner that comprises fifteen numbers and another space with no number on the spinners number dial, and the chance number each said players receives decides the spinning order that the players remember, and move in said game; and some of the said players are assigned a plurality of duties to assist in the game according to said spin order each player received from said spin; and the player with the highest number move first, and assist as an Banker, and wears the Bank Visor Hat; and the player with the lowest number moves last; and said player assist moving the GGG-Man Pawn after all said players spins said spinner and move; and said player wears a Grey or Black Felt Fedora Hat; and all said players receives a pre-determined amount of money, 3000.00 dollars in the following plurality of indicia bill denominations: $1000×1, $500×3, $100×3, $50×2, $20×3, $10×3 and $5×2 bills respectively from the banker; and after each said players places a Car pawn on the Payoff space, where the game starts; and to start the game, each said players take a turn and spin the numbered spinner according to said prior spin order that said players previously received; and spin and move their said Car Pawn starting with the first player, then second, and third player through to the last player; and once all the players move their pawns, thereafter when said players pawn lands directly on the Payoff space the players receives 100.00 dollars plus any fines, and penalties, and Double Cross Hank bribes place underneath the Payoff space beneath the board by the banker; and comprising a game board with a plurality of indicia properties and speakeasies on a square figure eight path design on the board; and said plurality of properties can be purchased immediately when the players pawn land directly on the indicia properties on the paths of the board, once said player move from the Payoff space; and the property owners receive a Property Card which includes the cost of each property and the amount the owner receives in trespass fee's on the reverse side of the Property Card, if another players pawn trespasses on said property; and a board apparatus comprising a plurality of Still Cards that a player can purchase for 50.00 dollars each from the Bank; and can place one Still Card if the player chooses on each said properties the player owns, to receive more in said trespass fees from said trespassers; and when the last player finally moves from the Payoff space, then said player spins the spinner once more; and moves the GGG-Man Pawn around the paths of the board, always forward the random number received from said number dial of said spinner; and a player do not have to bootleg to win the game; and the board apparatus comprising a plurality of Whiskey for Sale spaces comprising one on each corner of the game board; and the indicia prices: 50.00, 75.00, 100.00, 150.00 dollars respectively at these said Whiskey for Sale spaces that a player can purchase whiskey barrels as the players progress clock-wise on the paths of the board; and if the players land directly on the Whiskey for Sale space, said players can buy a plurality of units of whiskey barrels for the indicia price for that particular indicia Whiskey for Sale space; and said whiskey barrels are sold per barrel or unit, and said players will receive a indicia Whiskey Barrel Card from the banker representing a whiskey barrel purchase indicia in denominations of: 1, 5, 10, 20, 50 units of whiskey barrels respectively; and Whiskey Barrel Cards are receipt or tender for the amount of whiskey barrels purchased by the player; and wherein comprising a plurality of indicia speakeasies on the paths of the board that will buy said units of Whiskey Barrel Cards from Bootleggers; and said speakeasies indicia individual buying prices starts low at the beginning of the game and increases as the players progress clockwise on the paths of the board; and said indicia prices ranges from 25 dollars the lowest buying price, upward to 2000 dollars the highest buying price that said speakeasies will pay said Bootleggers for one unit or a single whiskey barrel; and said Bootleggers attempt to sell a plurality of said whiskey barrels to a plurality of said speakeasies on the paths of the board that have the highest price, while the GGG-Man Pawn simultaneously moves around the paths of the board assisted by the last player looking for Bootleggers; and the GGG-Man Pawn lands randomly on the plurality of spaces on the paths of the board where a probable Bootleggers Pawn has landed; and, or the GGG-Man Pawn lands on said property with said Still Card representing an Illegal Whiskey Manufacturing Operation, or I.W.M.O to arrest the Bootlegger, or confiscate the property with the Still Card operating on said property without a Bootlegger present; and the board apparatus comprising a plurality of indicia Road Block spaces that check for said Bootleggers; and if a player lands on the Road Block space and possess whiskey barrels the player must pull one of a plurality of indicia Judge and Jury Cards and follow the directions, with possible Jail time; and said player that has no said Whiskey barrels when said player lands on said Road Block space pulls one of a plurality of indicia Road Block Cards which are rewards for an honest player; and the board apparatus comprising a plurality of indicia Double Cross Hank spaces and if said player lands on said space said player will have to pay a $100.00 bribe and move backwards to the Road Block space, the Police; and another said indicia space where Double Cross Hank will hijack your whiskey barrels; and the board comprising a plurality of indicia Stop spaces and when a player lands directly on said spaces the player must turn right on their next turn; and said Stop space directs the players Car Pawns and the GGG-Man down the middle path of the square figure eight path on the board, which is the most expensive path on the board; and said path comprising two main minority properties Mr. Big and JB's Place, and if a player owns one of the two said properties the player can choose to establish an honest Entrepreneur, or dishonest Crime Boss corporation; and said player advantage is, said player can incorporate all the indicia lesser valued majority and very valuable indicia minority properties; and will receive almost double the trespass fee on all the lesser valued majority properties the player owns when another player trespasses on said properties; and said player can receive more than double the trespass fee from trespassers on all the lesser valued majority properties the player owns when said player places a Still Card or said I.W.M.O, simultaneously on Mr. Big or JB's Place properties and on said lesser valued majority properties the player owns, becoming a Crime Boss corporation; and wherein comprising Mr. Big and JB's Place properties has the advantage of incorporating all the players minority and majority properties to accumulate a significant amount of money, and the ability to dominate and control the game board; and when one player remains that owns one of the two said properties Mr. Big or JB's Place, or most of the properties for non-payment of a trespass fee and forces the other players out the game, the player wins the game; and the game apparatus can be played tournament style.
 2. A method as in claim 1, comprising of players wearing hats and some multiple hats in the game; and the assignment of individual hats to certain players who help assist and participate in playing the game; and the player that read and understands the rules to the game, a Police hat is worn by said player, and said player policies the game when a controversy arises between players concerning said rules of said game; and the first player to move in each round of play, said player wears the Bank Visor Hat; and the last player to move in each round of play, said player wears a grey or black Fedora Hat; and the players that owns either Mr. Big or JB's Place properties, the Gold Fedora Hats and Insignia Dollar Ring are worn by said players as long as said players own said properties; and the balance of players can wear the hats that remain, ten hats total; and a player can confiscate another hat from a player for non-payment of a trespass fee.
 3. A method as in claim 1, further comprising steps to play the game board apparatus, and comprising an attached indicia spinner and numbered dial with a revolving arrow resembling a machine gun firing on said board apparatus; and said spinner and dial comprising of 15 consecutive numbers indicia on a numbered dial starting with the number one thru to the number fifteen, and one space on said dial with no number; and said space with no number has a picture of a machine gun mussel flash on said dial; and the players spins said spinner to determine each players said spinning and work assist order, or work assignment order in the game by the chance number each player receives from said number dial; and said random number received determines which player moves first through to the last player, and each player must remember their said spin order prior to the actual start of the game; and when the game actually starts each player take another turn and spin the spinner and move their Car Pawn the random number received on said number dial, in the order which each player received during said players prior said spin order; and wherein if the player spins the spinner and said arrow lands on said mussel flash that has no number; and said player Car pawn shall remain in place on that particular indicia space on the paths of the board till the next round to spin the spinner again; and the player must pay another fine, trespass fee, or receive another reward if it applies to that said particular indicia space.
 4. A method as in claim 1, further comprising steps to playing the game board apparatus; and a single or a plurality of independent or multifunction indicia pawns or tokens acting in a capacity of an personified antithesis character or entity, GGG-Man or law enforcement, or criminal, or alien, or mythical, or magical, or good and bad, or holy pawn or token or the combination thereof; and said single pawn, or a plurality of said pawns can be moved on the paths of the board clockwise or counter-clockwise, or a plurality of said pawns moved clockwise and counter-clockwise at the same time on the paths of the board during or after said players spin order to produce a high statistical rate of lose or winning, by said pawns said spin order and progression on the paths of the board while the players play and said player assist moving their assigned said personified antithesis pawn or pawns in the game; and a player, or a plurality of players assist in spinning the spinner or rolling dice and move said pawn or pawns in between each players said spin and move, or after all the players said spin and move; and players can stagger said moves, first player move, then the first said pawn is moved, then the second player moves, and then the second said pawn is moved after said second player moves, until all the players and a single or a plurality of pawns have all been moved during or after the players said spin or dice roll order; and said pawn is moved the random number received from said spinner dial; and move said pawn, or pawns progressing clockwise or counter clockwise, or both said directions at the same time the said random number received on the connected spaces on the paths of the board; and after said pawn completes its progression and come to rest on a random space on the paths of the board; and said pawn can have a single or a plurality of authoritative duties assigned to eliminate, or reward the players comprising but not limited to the following; and said pawn can make an arrest, reward, kill, rob, educate, or acknowledge in some manner the space which said personified antithesis pawn or token arbitrary lands on.
 5. A method as in claim 1, wherein comprising a plurality of indicia properties on the paths of the board comprising of a majority of lesser valued properties, and a minority of valuable properties similar to Mr. Big or JB's Place properties, that can incorporate the lesser valued majority said properties to control the game board; and said majority and said minority comprises the total properties of the board game; and a player can buy said properties and receive a trespass fee from another player if said players pawn or token lands on said properties; and a player can choose to continue receiving the legal said trespass fee or increase the properties trespass fee by installing an legal apparatus, operation, or organization; and or illegal still, apparatus, contraband, operation, or organization on said properties increasing the trespass fees received from said trespassers; and by chance the players pawn lands on a directional space to proceed down the middle path of the figure eight path design on the board comprising a plurality of said valuable minority properties; and if said players pawn land on one of said minority properties, said player can only purchase a limited number of said properties per player; and every player in the game cannot own said minority properties because of the limited number of said minority properties; and if a player chooses to install a legal apparatus, operation, or organization; and or illegal still or apparatus, contraband, operation, or organization simultaneously on said minority properties, and on said majority properties the player owns; and wherein incorporating all said majority and minority properties the player owns to significantly increase the amount a player can receive in trespass fee's from other players pawns or tokens trespassing on said lesser valued majority properties; and said valuable minority properties has an advantage to incorporate all the lesser valued majority properties the player owns; and can amass significant amounts of wealth to take control and dominate the game board by amassing more said minority properties and money from the other players, and forcing said players out the game.
 6. A method as in claims 1, and 5, comprising wherein a plurality indicia cards or tokens representing an legal apparatus, operation, or organization; and or illegal Alcohol Still or apparatus, contraband, operation, or organization; and one said card or token can be purchased for a indicia price from the Bank or seller; and is a receipt or certificate of ownership and installed on each property owned by a player on the paths of the board if said player chooses to install said legal or illegal card or token; and said card or token will significantly increase the amount of trespass fees or rewards a property owner can receive from other players if said players game pawn or token trespasses on said property owners properties with said legal or illegal card or token installed.
 7. A method as in claim 1, further comprising steps to play the game board apparatus; and wherein a plurality of indicia Whiskey for Sale spaces, or indicia operations located on each four corners on the paths of the board apparatus that sale legal or illegal indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations; and a player can buy a plurality of said indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations from said plurality of indicia corner spaces on the paths of the game board; and resell for a profit said indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations to a plurality of indicia speakeasies or operation spaces on the paths of the board that buy said whiskey barrels or contraband, apparatus, companies, operations, or organizations from said players; and when said player buy a single indicia unit, or a plurality of indicia units of said whiskey barrels or contraband, apparatus, companies, operations, or organizations said player receives from the Bank a indicia card representing a single piece or unit, or a plurality of pieces or units comprising a plurality of cards with different indicia denominations on said cards; and comprising these indicia denominations of: 1, 5, 10, 20, 50, 100, 1000's, which represents a players tender, receipt, or certificate of ownership of the amount of pieces or units, or ownership the player purchased from said corner spaces; and each said indicia corner space indicia sale prices starts low at the beginning of the game in indicia price wherein a player can purchase said legal or illegal indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations; and each said plurality indicia corner space increases in said indicia price of whiskey barrels or contraband, apparatus, companies, operations, or organizations sales prices as the players progress clockwise on the paths of the board; and said increase indicia sale prices is calculated to decrease a players resell profit margin as the player tries to sell the legal or illegal indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations to a plurality of indicia speakeasies or entity spaces that buy from said players on the paths of the board; and the challenge for players is to sell said indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations on the paths of the board for a profit, without getting arrested.
 8. A method as in claims 1, and 7, further comprising of a plurality indicia speakeasies, entities, or organization spaces located on the paths of the board with individual indicia set buying prices that buy legal or illegal indicia receipts, tender, certificates of ownership of whiskey barrels or contraband, apparatus, companies, operations, or organizations from a player when said player or players game pawn lands on said indicia speakeasy, entity, or organization space; and said indicia speakeasies, entities, or organizations spaces indicia buying prices starts low at the beginning of the game on the paths of the game board; and the indicia buying prices significantly increases incrementally with each said plurality of indicia speakeasies, entities, or organizations, as the players pawn or token progresses clockwise on the paths of the board; and the increases in said indicia buying prices; and, also increases a players selling profit, if and when the player decides to sell one or all of said indicia whiskey barrels or contraband, apparatus, companies, operations, or organizations to a particular said speakeasies, entities, or organization space when the player pawn land on anyone of a plurality of indicia speakeasies, entities, or organizations on the paths of the board, with the highest buying price;
 9. A method as in claim 1, wherein comprising a plurality of Double Cross Hank spaces on the paths of the board; and if a players pawn land on anyone of a plurality of said spaces the player will have to pay a bribe and move backwards two spaces; and on another Double Cross Hank space, Double Cross Hank will hijack a players whiskey barrels and tell the player to keep moving on their next turn.
 10. A method as in claim 1, wherein comprising a plurality of indicia Road Block or blockade spaces on the paths of the board that check for legal or illegal whiskey barrels, contraband, apparatus, companies, operations, or organizations; and if a player possess said legal or illegal whiskey barrels, contraband, apparatus, companies, operations, or organizations said player will have to pull a indicia Road Block Card, or cards that rewards your honesty; and or see the Judge and pull one of a plurality of indicia Judge and Jury Cards, or cards that give out punishments for a players wrong doing; and if said player is honest and lands on said space and possess no illegal whiskey barrels or contraband, apparatus, companies, operations, or organizations said player can pull one of a plurality of Road Block or reward cards which are rewards for an honest player who do not possess said illegal whiskey barrels or contraband, apparatus, companies, operations, or organizations.
 11. A method as in claim 1, the game apparatus can be played tournament style comprising these steps; and a required minimum of 2 players, and a maximum of 8 players can play the game; and a plurality of tables with a plurality of games and a plurality of players playing said games can be played all at the same time; and when a player loses the game at any plurality of said tables, another person can join in the game at any point during the game play, which do not impede the games progress, or the new player ability to win said game, once an empty seat becomes available; and said players continue playing till there's a winner per game board; and all the winners from each game board can then play each other, a maximum of 8 previous winners per game board; and groups of eight previous said winners, minimum of two groups of eight of said winners, up to eight groups of eight of said winners total sixty-four previous winners total; and, or multiples of sixty-four previous said winners a minimum of two said multiples, and a maximum of eight said multiples of sixty-four said winners; and each said winner per game board then play each said winners in multiples of eight till one final winner remains, for the final Mr. Big or JB's Place Top Championship tournament.
 12. A method as in claim 1, the game apparatus comprising a felt money holder indicia The Bank; and The Bank comprising of two 9 in.×12 in. felt clothes; and each clothe has a 2¾ in. fold in the clothe; and four 2¾ in. vertical adhesive lines every 2½ in. to create a single folded piece felt clothe with four hollow felt section folds, attached to said single piece clothe; and the folds are approximately 2½ in. width×2¾ in. depth; and then two of each completed said folded felt clothe sections are then attached one to another to comprise eight folds total, to hold eight different plurality of indicia denominations of bills; and the indicia The Bank with a total of eight different indicia denominations of bills contained in the said folds; and the indicia label The Bank thereon the outside of said felt Bank money holder; and The Bank dimensions is approximately 11½ in. length×11 in. width; and each said plurality of denominations contained in each of the eight felt folds, are as follows; and the plurality of 5 dollar bills has the game character Cheap Red thereon; and the 10 dollar bills has the game character Annie Belle thereon; and the 20 dollar bills has the game character Tight Wad Sam thereon; and the 50 dollar bills has the game character Big Jim thereon; and the 100 dollar bills has the game character Jack the Shark thereon; and the 500 dollar bills has the game character Double Cross Hank thereon; and the 1000 bills has the game character Frank Hot Malone thereon; and the 5000 dollar bills has the game character GGG-Man thereon. 